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    <title>Hello</title>
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	  // World View Projection matrix that will transform the input vertices
	  // to screen space.
	  float4x4 worldViewProjection : WorldViewProjection;
	
	  // input parameters for our vertex shader
	  struct VertexShaderInput {
	    float4 position : POSITION;
	  };
	
	  // input parameters for our pixel shader
	  struct PixelShaderInput {
	    float4 position : POSITION;
	  };
	
	  /**
	   * The vertex shader simply transforms the input vertices to screen space.
	   */
	  PixelShaderInput vertexShaderFunction(VertexShaderInput input) {
	    PixelShaderInput output;
	
	    // Multiply the vertex positions by the worldViewProjection matrix to
	    // transform them to screen space.
	    output.position = mul(input.position, worldViewProjection);
	    return output;
	  }
	
	  /**
	   * This pixel shader just returns the color red.
	   */
	  float4 pixelShaderFunction(PixelShaderInput input): COLOR {
	    return float4(1, 0, 0, 1);  // Red.
	  }
	
	  // Here we tell our effect file *which* functions are
	  // our vertex and pixel shaders.
	
	  // #o3d VertexShaderEntryPoint vertexShaderFunction
	  // #o3d PixelShaderEntryPoint pixelShaderFunction
	  // #o3d MatrixLoadOrder RowMajor
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